My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Elixir Golem Elixir Collector Night Witch Skeleton King

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem Skeleton King

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Elixir Golem Night Witch Skeleton King
Giant Snowball
Bats Night Witch Skeleton King
Zap
Bats Night Witch Skeleton King
Barbarian Barrel
Elixir Golem Night Witch Skeleton King
The Log
Elixir Golem Skeleton King
Earthquake
Elixir Golem Elixir Collector Skeleton King
Arrows
Bats Night Witch Skeleton King
Royal Delivery
Bats Elixir Golem Night Witch Skeleton King
Fireball
Elixir Golem Elixir Collector Night Witch Skeleton King
Poison
Bats Elixir Golem Elixir Collector Night Witch Skeleton King
Lightning
Elixir Collector Night Witch Skeleton King
Rocket
Elixir Collector Night Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Skeleton King

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Elixir Golem Elixir Collector Rage Night Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Rage Arrows Elixir Golem Night Witch Skeleton King Elixir Collector

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Bats Zap Rage Arrows

Attack Synergies 3 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Zap Elixir Golem Rage Skeleton King
Zap
Arrows Bats Elixir Golem Night Witch
Arrows
Zap Elixir Golem Night Witch
Elixir Golem
Rage Night Witch Bats Zap Arrows
Elixir Collector
Rage
Elixir Golem Bats Night Witch
Night Witch
Elixir Golem Zap Arrows Rage Skeleton King
Skeleton King
Bats Night Witch

Defense Synergies 0 4

Bats
Zap Skeleton King
Zap
Bats Arrows Night Witch
Arrows
Zap
Elixir Golem
Elixir Collector
Rage
Night Witch
Zap
Skeleton King
Bats

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap
Bats Zap Night Witch
Bats Night Witch
Night Witch Bats Skeleton King
Arrows
Arrows Bats Zap Night Witch
Bats Zap Arrows Night Witch
Zap Arrows
Night Witch Skeleton King
Night Witch
Bats Zap Arrows Night Witch Skeleton King
Arrows Bats Zap Night Witch
Night Witch Bats Zap
Bats Zap Arrows Night Witch Skeleton King
Skeleton King
Zap
Bats Arrows Night Witch
Arrows Bats Zap Night Witch
Zap Arrows Bats
Bats Arrows Night Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Zap
Zap Arrows
Bats Zap
Bats Zap Night Witch
Night Witch
Arrows Bats Zap
Bats Night Witch
Zap Bats
Bats
Zap Arrows
Night Witch Skeleton King
Bats Zap Night Witch Skeleton King
Bats Arrows Zap Skeleton King

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats Night Witch
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats Night Witch
Zap Arrows
Zap Arrows
Night Witch
Arrows
Zap Arrows
Zap Arrows
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Night Witch
Zap Bats
Night Witch
Zap Arrows Night Witch
Zap Arrows
Arrows
Zap Bats Night Witch
Zap Arrows
Arrows
Arrows Zap Skeleton King
Zap Arrows
Zap Bats Skeleton King
Bats Zap
Zap

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